USE OF GAMING TECHNOLOGIES AND TRAINING SYSTEMS TO INCREASE MOTIVATION OF STUDENTS OF SECONDARY VOCATIONAL EDUCATION FOR FUTURE PROFESSIONAL ACTIVITIES

Main Article Content

Аннотация:

The article is presented the possibilities of using educational computer games with technical support as training systems. It is such a combination of the use of pedagogical and information technologies that will increase the level of educational and cognitive activity of students of secondary vocational education.

Article Details

Как цитировать:

Djalolova , D. ., & Saidova , X. . (2022). USE OF GAMING TECHNOLOGIES AND TRAINING SYSTEMS TO INCREASE MOTIVATION OF STUDENTS OF SECONDARY VOCATIONAL EDUCATION FOR FUTURE PROFESSIONAL ACTIVITIES. Универсальная индексная библиотека Евразийского журнала академических исследований, 2(12), 324–326. извлечено от http://lib.uniconflix.com/index.php/uilejar/article/view/5907

Библиографические ссылки:

Djalolova, D. F., Azimova, M. N. (2021). PEDAGOGICAL STRATEGIES AS AN ACTIVE COMPONENT OF WORKING WITH GIFTED STUDENTS. CURRENT RESEARCH JOURNAL OF PEDAGOGICS, 2(11), 47-53.

Djalolova, D. F., Saidova, K. K. (2020). Creative direction of the educational and recognition process at the university. EPRA International journal of Research Development, 5(10), 363-365.

Saidova, K. K., Fattoxovna, D. D. (2020). " Cluster" theory and its peculiarities in increasing the competitiveness of the economy. The American Journal of Interdisciplinary Innovations and Research, 2(09), 51-54.